#PokeroleSRD/Statblock ====== Medicham ====== A **Fighting/Psychic** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Pure Power** This Pokemon has a permanent increase of 1 point to its Strength attribute. * **Telepathy** This Pokemon won’t receive damage from moves performed by its allies. ===== Stats ===== ^**HP (4)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |6 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/4 |2/5 |2/5 |2/4 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Bide** - //Normal Type// Physical Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //+0//. **Effect:** The User will take the next 2 hits. After those two attacks, you may use this Move again to retaliate with Strength + Twice the Damage Received from those 2 hits. * ☐ **Detect** - //Fighting Type// Support Move learned at //Starter//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Priority. Shield Move. Reduce 3 Damage this pokemon would receive from a Damaging Move. Negate effects of Support Moves that target the user. Reduce to zero the set damage from a move the user would take. * ☐ **Confusion** - //Psychic Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 1 Chance Dice to Confuse the foe. * ☐ **Meditate** - //Psychic Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Increase the User’s Strength * ☐ **Endure** - //Normal Type// Support Move learned at //Beginner//. Targets //User//. It’s Accuracy dice are //Will+Channel//. **Effect:** Priority 5. Shield Move. For the rest of the Round damaging moves can not reduce the user’s HP to less then 1. Status Ailments, Weather Conditions, Recoil, Self inflicted damage can still deal damage. * ☐ **Ice Punch** - //Ice Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to Freeze the foe. * ☐ **Thunder Punch** - //Electric Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to Paralyze foe. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Fire Punch** - //Fire Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. Roll 1 Chance Dice to apply Burn 2 to the foe. * ☐ **Hidden Power** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //+// with a damage pool of //+0//. **Effect:** Storyteller decides power and type * ☐ **Mind Reader** - //Normal Type// Support Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** This Pokemon gets 2 automatic successes on the next Accuracy Roll or Evasion Roll against the target. * ☐ **Feint** - //Normal Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Priority 2. This Move ignores any Shielding Move. * ☐ **Calm Mind** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Increase the User’s Special and Sp. Defense. * ☐ **Force Palm** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Paralyze the foe. * ☐ **High Jump Kick** - //Fighting Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+5//. **Effect:** If Accuracy Roll is unsuccessful, deal 5 Dice of Damage to the User. -1 Accuracy. * ☐ **Psych Up** - //Normal Type// Support Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel//. **Effect:** Copy the Target’s Attribute and Trait Modifiers and keep them until the end of the scene. * ☐ **Acupressure** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Dexterity+Nature//. **Effect:** Increase a Random Attribute. If this Move is used again, the previous Attribute Modifier is removed. * ☐ **Power Trick** - //Psychic Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switch the User’s Strength with its Defense and the User’s Special with its Sp. Defense. * ☐ **Reversal** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+1//. **Effect:** Add 1 Extra Dice to the Damage Pool for every missing HP the User has. Up to 5 Dice may be added this Way. * ☐ **Recover** - //Normal Type// Support Move learned at //Ace//. Targets //User//. It’s Accuracy dice are //Special+Nature//. **Effect:** Basic Heal. If successful, spend 1 Will point to activate. May cure Lethal Damage. * ☐ **Counter** - //Fighting Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Insight+Brawl// with a damage pool of //+2//. **Effect:** This Move can only deal damage if the Foe has dealt Physical Damage to the User this Round. Roll the same Damage Pool as your Foe plus 2 Extra Dice. Ignore the foe’s Defenses. * ☐ **Drain Punch** - //Fighting Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Fist Based. The user restore HP equal to half the damage dealt, rounded down. * ☐ **Gravity** - //Psychic Type// Support Move learned at //Pro//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** Flying and Levitating Pokemon can be hit by Ground Type Moves. Lasts 4 Rounds. * ☐ **Baton Pass** - //Normal Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Special+Channel//. **Effect:** Switcher Move. User switches out with another Pokemon. Any Attribute increase on the user is passed on the next Pokemon. The user can’t increase its Attributes again until the end of the scene.